UE3:AnimNodeAimOffset (UT3)

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UT3 Object >> AnimNode >> AnimNodeBlendBase >> AnimNodeAimOffset
Package:
Engine
Direct subclass:
UTAnimNodeJumpLeanOffset
This class in other games:

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'AnimNodeAimOffset'

Aim

Type: Object.Vector2D

Angle of aiming, between -1..+1

AngleOffset

Type: Object.Vector2D

Angle offset applied to Aim before processing

bBakeFromAnimations

Type: bool

Bake offsets from animations.

bForceAimDir

Type: bool

If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw.

CurrentProfileIndex

Type: int

Modifiers: const, editconst

Index of currently active Profile. Use the SetActiveProfileByName or SetActiveProfileByIndex function to change.

ForcedAimDir

Type: EAnimAimDir

If bForceAimDir is true, this is the direction to render the character aiming in.

Default value: ANIMAIM_CENTERCENTER

PassThroughAtOrAboveLOD

Type: int

If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing.

Default value: 1000

Profiles

Type: array<AimOffsetProfile>

Modifiers: editconst

Array of different aiming 'profiles'

Internal variables

AimComponents

Type: array<AimComponent>


AnimName_CC

Type: name


AnimName_CD

Type: name


AnimName_CU

Type: name


AnimName_LC

Type: name


AnimName_LD

Type: name


AnimName_LU

Type: name


AnimName_RC

Type: name


AnimName_RD

Type: name


AnimName_RU

Type: name


BoneToAimCpnt

Type: array<int>

Modifiers: transient

Bone Index to AimComponent Index look up table.

HorizontalRange

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y 1.0

RequiredBones

Type: array<byte>

Modifiers: transient

Internal, array of required bones. Selected bones and their parents for local to component space transformation.

TemplateNode

Type: AnimNodeAimOffset

Modifiers: transient

Pointer to AimOffset node in package (AnimTreeTemplate), to avoid duplicating profile data. Always NULL in AimOffset Editor (in ATE).

VerticalRange

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y 1.0

Default values

Property Value
bFixNumChildren True
Children[0]
Member Value
Name 'Input'
Weight 1.0

Enums

EAnimAimDir

Handy enum for working with directions.

ANIMAIM_LEFTUP
ANIMAIM_CENTERUP
ANIMAIM_RIGHTUP
ANIMAIM_LEFTCENTER
ANIMAIM_CENTERCENTER
ANIMAIM_RIGHTCENTER
ANIMAIM_LEFTDOWN
ANIMAIM_CENTERDOWN
ANIMAIM_RIGHTDOWN

Structs

AimComponent

Modifiers: native

definition of an AimComponent.

name BoneName
Bone transformed
AimTransform LU
Left column
AimTransform LC
AimTransform LD
AimTransform CU
Center
AimTransform CC
AimTransform CD
AimTransform RU
Right
AimTransform RC
AimTransform RD

AimOffsetProfile

Modifiers: native

name ProfileName
Name of this aim-offset profile.
Object.Vector2D HorizontalRange
Maximum horizontal range (min, max) for horizontal aiming.
Object.Vector2D VerticalRange
Maximum horizontal range (min, max) for vertical aiming.
array<AimComponent> AimComponents
Array of AimComponents.

Represents the selected bones and their transformations.

name AnimName_LU
Names of animations to use when automatically generating offsets based animations for each direction.

Animations are not actually used in-game - just for editor.

name AnimName_LC
name AnimName_LD
name AnimName_CU
name AnimName_CC
name AnimName_CD
name AnimName_RU
name AnimName_RC
name AnimName_RD

Default values:

Property Value
HorizontalRange
Member Value
X -1.0
Y 1.0
ProfileName 'Default'
VerticalRange
Member Value
X -1.0
Y 1.0

AimTransform

Modifiers: native

9 control points range:

Left Center Right

LU CU RU Up LC CC RC Center LD CD RD Down

Object.Rotator Rotation
Object.Quat Quaternion
Object.Vector Translation

Native functions

SetActiveProfileByIndex

native function SetActiveProfileByIndex (int ProfileIndex)

Change the currently active profile to the one with the supplied index. If ProfileIndex is outside range, this does nothing.

SetActiveProfileByName

native function SetActiveProfileByName (name ProfileName)

Change the currently active profile to the one with the supplied name. If a profile with that name does not exist, this does nothing.